I did increase it locally, but it only took me a bit further:java.io.IOException: Error loading clip: jar:http://www.ra4king.com/games/LudumDare/23/ForeverAlone/ForeverAlone.jar!/res/ClairDeLune.ogg at com.ra4king.gameutils.Sound.extract(Sound.java:45) at com.ra4king.gameutils.Sound.extract(Sound.java:1) at com.ra4king.gameutils.Assets.add(Assets.java:29) at com.ra4king.gameutils.Assets.add(Assets.java:25) at com.ra4king.gameutils.Assets.add(Assets.java:21) at com.ra4king.spacegame.SpaceGame.initGame(SpaceGame.java:39) at com.ra4king.gameutils.Game.gameLoop(Game.java:435) at com.ra4king.gameutils.Game$8.run(Game.java:824)Caused by: javax.sound.sampled.LineUnavailableException: Failed to allocate clip data: Requested buffer too large. at com.sun.media.sound.MixerClip.implOpen(MixerClip.java:561) at com.sun.media.sound.MixerClip.open(MixerClip.java:165) at com.sun.media.sound.MixerClip.open(MixerClip.java:256) at com.ra4king.gameutils.Sound.extract(Sound.java:40) ... 7 morejava.lang.NullPointerException at com.ra4king.gameutils.Sound.loop(Sound.java:70) at com.ra4king.spacegame.SpaceGame.initGame(SpaceGame.java:45) at com.ra4king.gameutils.Game.gameLoop(Game.java:435) at com.ra4king.gameutils.Game$8.run(Game.java:824)

These errors are common on Linux. No clue how to fix them. Anyone here a JavaSound expert on Linux?

I've been able to play sounds on Linux using Sun/Oracle Java 1.6, but it's certainly glitchy. For one, it chooses the wrong mixer, failing if anything else is using sound at the moment & also blocks anything else from playing sounds. Under OpenJDK, my sound files won't load (doesn't understand the format of the WAV files).

To address the problem, I just catch any such exceptions from the sound system, log a warning, and otherwise ignore. Expert advice would be most welcome.

It runs! The same exception is shown in the console, but the game plays. Thanks for the update.

I like the full screen mode. Is 8fps bad?

Is this actually running in full screen exclusive mode, or just using an undecorated frame and setting its size to the screen resolution? I'm asking because I've also had trouble with full screen mode in Linux, but this appears to do the trick.

This is full screen mode using GraphicsDevice.setFullScreenWindow(Window).

8FPS.....what are your system specs?

It's good to know that full screen does work - I think I'll add a toggle to my game! My system specs are very modest. I have an ok AMD/ATI chip using FGLRX drivers in Ubuntu Linux 10.04, but I've not yet seen Java apps (or otherwise) actually utilize the GPU. I'm sure this is just my own weak configuration. I've tinkered with drivers and such, but only end up muddling other things, so I just stick with the most stable setup.

My excuse is that I want to test my game(s) at the lowest possible denominator, so I know it can perform well for the majority of players.

ATI on Linux......that's like telling Microsoft and Apple to get along XD

AMD/ATI cards have horrible support for Linux. In fact, they are horrible all-around

I'm glad it's still playable at 8FPS though

Yeah, that's pretty much what I concluded. Good to know it's not just me. I've never really been a big 3D acceleration junkie, so it wasn't a driving factor. (I put together my whole rig for less than a decent graphics card would have cost.)

Anyway, to stay on topic, I'll try your game again later and get into the actual gameplay more.

OK, actually played a bit. It runs faster for me in (smaller) windowed mode (at a whopping 23fps), rather than full-screen. This implies that on my machine, full-screen is not getting any acceleration (just a normal window sized to fill the entire screen space). Ugh, linux.

In any case, I like the concept of your game. It's difficult to know from whom I've looted (to avoid their retaliation on successive raids). I don't think I've played enough to fully experience the build-up aspect, but I'm a fan of this type of gameplay.

It looks great. I like the look of the menus. Clair de lune is one of my all time favorite pieces of music, and it's unusual to have it as the backing music but it works well in creating an alone in space type atmosphere.

Gameplay wise it just wasn't my thing. I struggled to get through the instructions without my mind wandering, and could only manage playing for a few minutes. But that maybe says more about my personal taste in games then it does about your game.

Also how did you manage to get the black borders to pad out the photo on the showcase preview? The photo on my game just shows half the image.

I love the music. Just to clear up what you say on the LD page, the composition may be public domain, but the performance definitely isn't. Pretty clear cut case of "no harm no foul" though, so I wouldn't sweat it.

Future idea: As long as the planets will be sending out fleets to attack you, you should also consider the idea that some of the planets are at war with each other. But as you attack them more and more, they'll start to ally and join forces against you. Could force you to lay low against some planets, maybe try to intercept diplomatic ships to prevent the alliance from forming (a move that would get riskier with each ship they send), etc.

It looks great. I like the look of the menus. Clair de lune is one of my all time favorite pieces of music, and it's unusual to have it as the backing music but it works well in creating an alone in space type atmosphere.

Gameplay wise it just wasn't my thing. I struggled to get through the instructions without my mind wandering, and could only manage playing for a few minutes. But that maybe says more about my personal taste in games then it does about your game.

Also how did you manage to get the black borders to pad out the photo on the showcase preview? The photo on my game just shows half the image.

Clair de Lune is my favorite music to play too

It doesn't really have much gameplay other than trying to destroy all 50 planets and conquering the universe (I know..I know....very original >.>)

I love the music. Just to clear up what you say on the LD page, the composition may be public domain, but the performance definitely isn't. Pretty clear cut case of "no harm no foul" though, so I wouldn't sweat it.

Future idea: As long as the planets will be sending out fleets to attack you, you should also consider the idea that some of the planets are at war with each other. But as you attack them more and more, they'll start to ally and join forces against you. Could force you to lay low against some planets, maybe try to intercept diplomatic ships to prevent the alliance from forming (a move that would get riskier with each ship they send), etc.